Surface Duo + Neo
Surface Duo and Surface Neo are a new category of dual-screen devices from Microsoft.
With two screens connected by a revolutionary 360° hinge, the devices reimagine productivity on the go.
Built for team collaboration in the modern workplace, Surface Hub 2S enables teamwork anywhere. An all-in-one digital whiteboard, meetings platform, and collaborative computing device that brings the power of Windows 10 to teamwork.
Microsoft HoloLens 2
HoloLens 2 offers the most comfortable and immersive mixed reality experience available, with industry-leading solutions that deliver value in minutes—all enhanced by the reliability, security, and scalability of cloud and AI services from Microsoft.
Microsoft application to solve problems in real time in Mixed Reality. Share your real-time view with experts in remote locations to get the help you need and stay hands-free. Work together from anywhere. Empower technicians to collaborate more efficiently by working together from different locations with Dynamics 365 Remote Assist on HoloLens, Android, or iOS devices.
Mixed Reality application to bring space design from concept to completion with confidence and speed. Import 3D models to easily create and edit room layouts in real-world scale. Experience designs as high-quality holograms in physical space or in virtual reality and share and edit with stakeholders in real time.
Mixed Reality HIG
First Mixed Reality HIG ( Human Interface Guidelines) for Mixed Reality applications. Best practices, principles and recommendation to design and develop Mixed Reality experience. From definition of the interaction modalities to the very first mixed reality cursor.
Surface Pen and Microsoft Ink
Surface Pen delivers a natural writing and drawing experience, with ink that flows out in real time with virtually no lag or latency.
The first fully untethered Mixed Reality computing device.
Announced by Microsoft in January 2015, HoloLens blends the digital and physical worlds together.
Google Web Lab
2012, London - A first-of-its-kind web-based exhibition live from the Science Museum in London and open to the world online. A year-long exhibition that connected visitors online and at the museum through 5 unique and thought provoking experiments. Worldwide visitors both online and in-museum were able to experience the internet in a new way: making music with people across the world; tracing routes across the internet's vast network and discover where images are stored; watching their portrait being processed and drawn by a robot; and travelling instantly to far away places.
2013 - Escape Flight was a one-stop provider that focused on making your weekend getaway a no-brainer. A website that has been specifically designed to inspire people in the big cities, who are looking for a last-minute weekend getaway. Instead of overwhelming you with hundreds of available flights and destinations, Escape Flight presents only a few getaway suggestions to make it easy and convenient to escape the big city without the hassle.
2011 - The idea is simple: what if you could control slot cars with the power of your mind? Mind Scalextric is an experience that invites people to explore a new type of interaction, where people race together using nothing but their minds (EEG). The higher your level of attention, the quicker your car goes.
2011 - EELS is an installation that blurs digital and physical in a unique experience ahead of its time. EELS is a 360° projection mapping on physical structure. An experiment where people can play a digital game out of the margin of the screen, integrated in the real world.
Honda The Experiment
2011 - The Experiment was a game developed for Google Chrome using pop-up windows as you have never seen before. Users are invited to drag the windows around the screen and create surprising chain reactions. From setting things to fire to creating double rainbows. There are thousands of fun combinations to try out.
Artefatti Digitali Interattivi
2006 - “Interactive Digital Artworks for cultural heritage development” was an interface created for a museum in Tuscany. The interface explores how users could interact with the content on the screen using intuitive affordances. This was made at a time when touchscreens were not common, and we were not used to these type of affordances and direct manipulation of content .